L L4D2node

CTestScriptMgr::~CTestScriptMgr

0x0021a7d0 · 130 bytes · __thiscall

_ZN14CTestScriptMgrD1Ev

Decompiled

undefined (1 param)

/* CTestScriptMgr::~CTestScriptMgr() */

void __thiscall CTestScriptMgr::~CTestScriptMgr(CTestScriptMgr *this)

{
  *(undefined ***)this = &PTR__CTestScriptMgr_002c7948;
  if (*(int *)(this + 4) != 0) {
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,*(int *)(this + 4));
    *(undefined4 *)(this + 4) = 0;
  }
  CUtlDict<int,int>::RemoveAll((CUtlDict<int,int> *)(this + 0x58));
  CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
               *)(this + 0x58));
  *(undefined4 *)(this + 0x70) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)
             (this + 0x5c));
  *(undefined4 *)(this + 0x74) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)
             (this + 0x5c));
  CUtlLinkedList<CLoopInfo*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int>>::
  RemoveAll((CUtlLinkedList<CLoopInfo*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int>>
             *)(this + 0x30));
  CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int> *)(this + 0x30));
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)